Myrmes

2012 · Animals

Myrmes

Players control ant colonies that grow and manage an anthill while sending workers into the shared landscape to forage, fight, and mark territory with pheromones. On each turn players allocate nurses to rear larvae, produce workers or soldiers, and unlock colony levels; workers exit the tunnel to move over terrain, place pheromones to claim resources, hunt prey by spending soldiers, or place special tiles like aphid farms and sub-colonies. Three years are played in seasons determined by dice events; players adjust seasonal effects, harvest resources, complete objectives, and must stockpile enough food to survive winter. Victory goes to the colony with the most points after the final winter.

Players
2–4 best 4
Playing time
60–120 min
Age
13+
Complexity
3.5 / 5
7.2 on LudoyaFarmingEnvironmentalWorker PlacementGrid CoverageGrid Movement

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On Ludoya's tables

Full stats in Ludoya
52
Plays logged
64
Players
1h 38m
Average play
24
In collections
7
On wishlists

7.2/10

from 23 Ludoya reviews

  • Fun8.0
  • Interaction10.0
  • Replayability10.0
  • Uniqueness10.0
  • Looks10.0
  • Accessibility8.0
  • Garfield8.0

    #48 This game is very tough and there is no room for errors. You have to plan very carefully! But I really like this game, the theme is great and the mechanisms work. Unfortunately some of the components/artwork is not very good (thin cardboard, ugly target tiles) [c] Theme: :star::star::star::star::nostar: <!-- size 7]Very good --> Gameplay: :star::star::star::star::star: <!-- size 7]Very good amount of important choices to make --> Interaction: :star::star::star::star::nostar: <!-- size 7]More indirect than direct --> Artwork: :star::star::star::star::nostar: <!-- size 7]The board is nice --> Luck: :star::nostar::nostar::nostar::nostar: <!-- size 7]No --> Strategy: :star::star::star::star::star: <!-- size 7]Multiple strategies possible --> Components: :star::star::star::nostar::nostar: <!-- size 7]Some are very good, others not --> Play duration: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok (30min) --> Rules quality: :star::star::star::nostar::nostar: <!-- size 7]Lacking of examples --> Setup time: :star::star::star::nostar::nostar: <!-- size 7]Ok --> No downtime: :star::star::nostar::nostar::nostar: <!-- size 7]Can suffer from AP --> Replay value: :star::star::star::star::nostar: <!-- size 7]Different strategies possible --> [/c]

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I move onto a prey space if I don't have the soldiers to hunt it, or if I don't want to hunt it?

No — if a worker would enter a space with a Prey token it must immediately be hunted, so you may not enter that space unless you have and intend to spend the required soldiers; hunted soldiers are discarded to your reserve and you take the Prey token and its rewards (page 5).

Do workers that leave the colony ever come back so I can reuse them the same turn?

No — a worker sent outside is discarded as soon as it places a tile or at the end of its movement if it places nothing and will not return to the colony that turn; only workers that worked inside the colony are recovered during the End of Turn phase (pages 4, 6).

How does the VP+1 event work — when do I get the extra victory point?

If you choose the VP+1 event, each time you score victory points during that season (for example by placing a pheromone, feeding the queen, or completing an objective) you immediately score 1 extra victory point (page 4).

What are the placement rules and effects for pheromones (size, where they can go, scoring)?

One hex of the pheromone must cover the worker's space, it cannot overlap tiles/tokens or water or extend beyond the garden, and available pheromone sizes depend on your colony level; pheromones score immediately if size >2 and you place resource cubes on them according to the terrain they cover (page 5).

For the connected-pheromone objectives, do special tiles or tunnels count as part of the connection?

No — only pheromone tiles count; to validate the 4+ or 7+ pheromone objective you must have that many connected pheromones (special tiles and tunnels do not count) and you immediately empty those pheromones of their cubes (page 7).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.